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Karlach/Approval
The actions and choices listed on this page will raise or lower Karlach's Approval.
For more information about the approval system, see Approval.
Contents
Greetings
Depending on her approval rating, Karlach may greet the player with:
Low (-1 or less)[Needs Verification]
- "Yeah?"
- "What?"
- "Out with it."
Neutral
- "Soldier?"
- "Why're we slowing down?"
- "Hm?"
- "What can I do you for?"
- "Yeah?"
- "What's the story?"
- "Heya."
- "Hey, soldier."
Medium approval (10+)[Needs Verification]
- "Hey, soldier."
- "Soldier?"
- "What's on your mind?"
- "Copper for your thoughts?"
Romanced
- "Hey, you."
- "Oh, hi!"
- "What're you thinking about?"
- "Darling."
- "Hey!"
- "Soldier?"
Approval
As a Companion character, the interactions listed below will cause Karlach to gain approval.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Speak with Dead Ask the Abducted Nobleman on the Crashed Nautiloid ship if he; wants you to write his story +1, (Cleric or Paladin) would like rites preformed on his body +1, (Ranger or Druid) wants to be buried +1
- Use Animal Handling to calm the Scared Boar found near Astarion or tell it (Speak with Animals) that you will not hurt it +1
Roadside Cliffs
- Deceive, persuade or intimidate the tieflings who captured Lae'zel to leave (Bard, Monk, Paladin, Drow, Githyanki have extra options.) +1
- Ask Lae'zel to say 'please' after rescuing her +1
- Recruit Lae'zel +1
- Use Persuasion/Intimidation to get Aradin and Zevlor to stop fighting +1
- Convince Nadira to give you her Soul Coin after saving her from the bugbear +1
- Convince Rolan, Lia and Cal to stay and help. +1
- Use Athletics/Insight or Detect Thoughts to help Guex train +5
- Use Persuasion/Intimidation or Detect Thoughts to convince Arka to not shoot Sazza +1
- Tell Sazza that you will free her from her cage +1
- Agree to help Zevlor (in his cave) to try to convince to Kagha to stop the ritual. (only if you previously decline to help / skip talking to Zevlor / knockout by Aradin) +5
- While talking/buying from Mattis, catch Silfy trying to pickpocket you, and see her tears as genuine or tell Silfy to relax. +1
- Tell Arabella's mother Komira that the druids are overreacting and you'll speak with them +1
- Using the Bard interaction with the bird Topaz, while using Speak with Animals. +1
- Help Alfira finish her song +1
- Persuade Kagha to free Arabella +5
- Talking to Kagha after first encounter and calling her a monster +5
- Let Silver smell you. (need Speak with Animals) +1
- Agree with Zevlor to kill the goblin horde's leaders +5
- Persuade Kagha to fight against the Shadow Druids
- While using Speak with Animals tell Scratch to follow your scent to the camp. +1
- Successfully make the Owlbear to let you go peacefully +1
- After killing the Owlbear, spare the Owlbear Cub +1
- Gain entrance to the village by persuading or performing for the guard at the South gate +1
- Hire Lump the Enlightened +1
- Persuade Fezzerk at the Windmill to leave peacefully +1
- Save Barcus Wroot by the windmill in Blighted Village and tell him that he owe you nothing +1
- Drop and prepare to destroy the Necromancy of Thay +1
- Before entering the Sunlit Wetlands, during Demir and Johl arguing with Auntie Ethel, choose "calm down" option then follow by either defending or questioning Auntie Ethel
- Talking to Demir and Johl after first encounter and offering to help them
- When entering the Sunlit Wetlands, pass the check to break the illusion, then BAA at the redcaps when you speak to them (max. 3 times).
- Tell Gandrel that Astarion is under your protection +1
- Then tell Gandrel that you won't help him find your camp +1
- When talking to Auntie Ethel and Mayrina, tell Mayrina that Ethel killed Demir and Johl
- When talking to Auntie Ethel and Mayrina, say "something isn't right" and insist on "what's really going on here" and "this woman is clearly in trouble" +1
- Intimidate Ethel into handing over Mayrina and +1 ability score +5
- Give Ethel's Bitter Divorce wand to Mayrina
- Resurrect Mayrina's husband then hand her the wand
- Tell Eight "sorry for your loss"
- Tap once on the War Drum at the front gate
- Use Performance to play a rhythm on the War Drum at the front gate
- Deceive the goblins, say 'you can't be serious', then fling poo at them
- Tell Minthara that the prisoner escaped and pass an Intelligence check to withhold the grove's location
- Speak to Karlach after her rampage in the Tollhouse and tell her she looks 'hot'
- When dealing with the dying hyena:
- (Non-Oathbreaker Paladin only) Successfully bless the dying hyena +1
- (Ranger only) Mercy-kill the dying hyena +1
- (Druid only) Choose to "destroy the abomination" +1
- In the Zhentarim Hideout:
- When trying to enter the hideout:
- Successfully use Detect Thoughts to tell Zarys you're here to help find the missing shipment. (Note: if you've already found it, the "I know what became of Rugan" dialogue will not give approval.) +1
- Use Persuasion to tell Zarys you're just here to trade +1
- Use Intimidation to tell Zarys you "go where you please" +1
- Refuse to kill Rugan when Zarys tells you to +1
- When dealing with Brem and the artist Oskar Fevras:
- Intimidate Brem into lowering the price +1
- Buy Oskar. +1
- Give Oskar an additional 200 gold after freeing him +1
- When entering the Myconid Colony for the first time, be honest with the guard and tell them about your tadpole +1
- Give an antidote to Thulla in the Myconid Colony +1
- Defeat the Duergar Intruders and report back to Sovereign Spaw +1
- Tell Sovereign Spaw you killed Sovereign Glut after the latter decided to usurp the former +1
- Use Persuasion to convince Skickpit you're willing to kill his slavers
- Pay respect to the heap of dead Deep Gnome corpses after killing Brathwen and Viss
- After finding Philomeen, talk to Lunkbug and mention she wants Laridda to move on
- Stand up for the deep gnome slaves when they're threatened by Nere once he's freed
- Convince Elder Brithvar to free the deep gnomes after the fight with Nere
- If failed to convince Elder Brithvar to free the deep gnomes after the fight with Nere, choose "I am freeing these gnomes. Just try and stop me."
- After freeing Barcus, bid him farewell and good luck +5
Camp/Conversation
- Tell Mizora not to lay a finger on Karlach during her first appearance +5
- Threaten to kill Mizora during her first appearance +1
- Agree to use a Soul Coin on her to power up in combat
- Feed the Owlbear Cub when it arrives at the Camp
- Successfully skill check to heal the Owlbear Cub when it appears again at the Camp.
- Pet Scratch
- At camp, promise Barcus Wroot that you will find his friend Wulbren at Moonrise Towers
- At the next long rest after the events at the Creche, encourage Lae'zel to listen to Kith'rak Voss or make her own choice when he visits the camp and speak about the Mysterious Artefact
- After staking Astarion, say bringing him was a mistake +1
- After having a romantic night, tell her you'd love to be able to touch her properly +5 (Can be repeated but only the first time gives approval)
Any Area
- After summoning Lump the Enlightened and telling him your deal is done, let him have one lick +5
Raphael's deal
- Meeting Raphael "You're mad if you think I'll make a deal with a devil." OR "Then fix it. Or die by my hand!" +5
- After first encounter with Raphael speak with Shadowheart and choose dialogue option to refuse to trust Raphael twice +5
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Persuade Sa'varsh Kethk to let Youth Varrl go from training.
- Convince the hyena in the convoy that they don't belong to the goblins.
- Convince the drider to not attack you after you killed the convoy before summoning him.
- Tell Harper Lassandra that you can aid in traversing the darkness (Wizard only).
- Tell Harper Meygan, "Move. I'll take care of this."
- Free Dolly from the Moonlantern carried by Kar'niss.
- Show Jaheira the Mysterious Artefact when you first meet her.
- Give her a hug when she has her second upgrade from Dammon at the Last Light Inn, allowing her to be touched.
- Drink the wine when talking to Jaheira inside.
- Help Mol win the game against Raphael using the Sleight of Hand, Bard, Monk, or Wizard options
- Tell Raphael to stay away from Mol.
- Ask Counsellor Florrick if the Flaming Fist are just going to stand around.
- Warn Isobel that Marcus plans to kidnap her when he attacks the Last Light Inn.
- As The Dark Urge, tell Isobel that you have the urge to kill her, then deny the urge and ask her to forgive you.
- Play the Lute to wake up Art Cullagh.
- Tell Halsin "You can count on me" before he opens the portal.
- Successfully protect the portal Halsin enters.
- Agree to play hide-and-seek with Oliver.
- Make Malus Thorm have the Sisters test their skills against each other or offer himself up to them for 'practice'.
- Offer Fezzerk a fair fight.
Unsorted
- Agree to help Arabella find her parents.
- Invite Jaheira to your party.
- Participate in each individual drinking round (of three) against Thisobald Thorm.
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Consent to be arrested by the Steel Watcher at the gate between Rivington and Wyrm's Crossing.
Disapproval
As a Companion character, the interactions listed below will cause Karlach to lose approval. This list is most likely incomplete.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Unsorted
Roadside Cliffs
- Attack the tieflings holding Lae'zel in a cage -1
- Refuse to help Zevlor.
- Tell the Tiefling kids trained by Asharak that they are going to die -1
- Make Zorru kneel before Lae'zel -1
- After the conversation with Zorru tell Lae'zel that she is good at interrogations -1
- Let Arka shoot Sazza -1
- Free Sazza from her cage and tell her to follow you -1
- Attack Findal after healing him -1
- Swear to Nettie you will take the Wyvern poison
- Letting Barth hit Meli for stealing his locket
- After saving Mirkon from the harpies, tell him to stop snivelling or the harpies will return -1
- While using Speak with Animals to talk with Scratch, start shouting at the corpse to prove Gomwick is dead. -1
- Choose to go closer to the Owlbear cub or attack the Owlbear -1
- After killing the Owlbear, kill it's cub as well -1
- Read the Necromancy of Thay -1
- Interrupt Buthir and Grukkoh's private moment by opening the doors to the barn north of the Blighted Village -1
- Pay Fezzerk a lot of gold to let you pass -1
- Yell "Boo, get off the stage!" at Volo in the goblin camp
- Convince Flind to attack the other Gnolls
- Ask Ward Magmar how to get a slave of your own
- Convince the Deep Rothé to excavate for Skarjall via the Persuasion check "Breathe. Focus."
- Side with Elder Brithvar when confronting Nere -1
- Side with Nere against Elder Brithvar -5
- Let Elder Brithvar take the deep gnomes
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Agree to Vlaakith's request to kill the person inside the Astral Prism.
- Offer to fight Youth Varrl to the death when Sa'varsh Kethk asks for a challenger.
- Side with the convoy against the Harpers.
- If you're traveling with the convoy when it's ambushed, side with the Harpers, and loot the Moonlantern, tell the Harper leader "How about I just kill you and keep the lantern for myself?"
- Give up all your gold to Gerringothe Thorm.
- Refuse the offer of Soul Coins from Lann Tarv in Moonrise Towers.
- Tell Shadowheart you will support her becoming a Dark Justiciar when in the Gauntlet of Shar.
- Agree to help Balthazar in the Gauntlet of Shar.
- Offer to search the Gauntlet of Shar to help Yurgir.
- Question her encouragement of Mattis' scamming.
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Wyrm's Crossing
- Refuse to be arrested by the Steel Watcher at the gate between Rivington and Wyrm's Crossing.
Sharess' Caress
- Pick "Delicious" after pointing out the two drow look alike.